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FamiTracker > General > FamiTracker Talk > Explosion sound effects Owner: Sivak New post
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Explosion sound effects Posted: 2008-03-21 06:36 Reply | Quote
Sivak

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#1269
Just curious: Anyone come up with any good explosion sound effects using Famitracker? I've been trying to manipulate the noise wave, but most of the stuff doesn't sound "explosion"-like but more "crackle"-like...

I can do simple sound effects like menu cursors and such, but I want to do some niftier ones. Also, I just want to get short length sounds for now.

Can ya' help? Thanks.

Posted: 2008-03-21 21:44 Reply | Quote
nensondubois

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#1271
Use the DMC Channel like so.


Attachments:
Explosion.dmc (4 Kb)
Explosion 2.dmc (4 Kb)
Posted: 2008-03-21 22:35 Reply | Quote
Sivak

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#1272
Well, those are okay, but I was hoping for those made with the noise wave like some games have because it has that artificial sound to it.

Posted: 2008-03-21 23:38 Reply | Quote
tadpole

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#1273
The two lowest "notes" on the noise channel sound explosion-like. You could add a little bit of portamento and slide downward if you wanted.

The key here is to make a volume envelope that suits your explosion.

Posted: 2008-03-26 16:15 Reply | Quote
Dafydd

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#1274
Combine low notes on both noise and one square channel and you should get a pretty nice sound.

Posted: 2008-04-09 14:53 Reply | Quote
lpower

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#1306
here is a fast example of how i do it, it is simple but might work for you... don't know if it helps?


Attachments:
a-splode.ftm (6 Kb)
Posted: 2008-04-09 18:09 Reply | Quote
Sivak

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#1307
[quote=lpower]here is a fast example of how i do it, it is simple but might work for you... don't know if it helps?[/quote]

Wow. Some of the ones in the second frame really resemble Mega Man. That's awesome. My programming project is not going to be what I planned, but I'll keep this on-hand for a reference as it has some good ones.

Thanks kindly.

Posted: 2008-04-09 18:40 Reply | Quote
furrykef

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#1308
Or you could always combine both the DPCM and the noise channels. They work really well together.


Posted: 2008-04-09 23:26  (Last Edited: 2008-04-09 23:27) Reply | Quote
Dafydd

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#1310
[quote=lpower]here is a fast example of how i do it, it is simple but might work for you... don't know if it helps?[/quote]

OMFG. Nice! Especially those late ones, with the duty cycle changes.

Posted: 2008-04-10 03:44 Reply | Quote
nensondubois

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#1314
Why would you want it to sound artificial?

Posted: 2008-04-10 23:00 Reply | Quote
furrykef

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#1317
We're making NES music here. Why would we want things to sound realistic?


Posted: 2008-07-29 05:52 Reply | Quote
Demick12

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Location: Buffalo, NY
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#1522
I was able to get the desired effect just from the custom arpeggio. This is perfect for sounds btw...

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You now process Dracula's Rib. Good luck processing it...
Attachments:
d-explosion.ftm (1 Kb)
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